-
Posts
5,812 -
Joined
-
Last visited
-
Days Won
199
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by nivex
-
- 634 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
those having issues with damage being allowed can boil this down to a few reasons truepve/nextgenpve is not installed or it is not configured correctly you have purge enabled, but you'd know this because you would have to type the sab purge command to enable it. another plugin is allowing the damage (zonemanager, dynamicpvp, etc) you have zones allowing this damage, see #3, and is easily fixed by adding the appropriate flags to your zones in the zone plugin TruePVE: you can block this with TruePVE if you map the zone to a ruleset. rulesets must be configured properly or the damage will be allowed avoid creating entity groups for rules that require too many entity names, such as "buildings" or "structures" or "deployables" - there is always an easier way, see below zones which are mapped to "exclude" will be completely ignored by TruePVE. this means you cannot create a ruleset named "exclude" defaultAllowDamage when set true will allow ALL damage by default and is the most difficult to configure properly as it requires a good understanding of how the plugin works best used when mapping zones to a ruleset for PVP you do not need to create rules that say "can hurt" unless you have a contradicting rule that says "cannot hurt" e.g.: anything can hurt players players cannot hurt players defaultAllowDamage when set false will block ALL damage by default unless it is overridden by a flag or by another plugin you must create rules to allow specific damage instead. this is ideal and requires the least amount of entity groups in most PVE applications does not bloat your config. bloating causes a performance hit and should be avoided. generally, PVP zones do not require this being set to false as they contain flags in the zone plugin that you can enable to block damage or actions there instead
- 634 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
@Nuno Correia there were no changes regarding that. the one change was for PVP which is player vs player only i've tested this for you and it's not possible to damage another base inside or outside of the event. the base must be part of an event for this plugin to allow it. a few reasons this may happen for you: 1. enabling purge will allow all bases to take damage and must be started with sab purge 2. truepve is not installed, loaded or is misconfigured 3. another plugin is allowing the damage via the CanEntityTakeDamage hook
- 634 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
- 634 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
Freedom for Creativity: A Request to Codefling and Developers
nivex replied to DeutscherRitterPlatz's topic in General
you're free to modify it for your personal needs and use, by yourself or another developer on your team. my license requires that you ask for consent and since you've provided valid reasons you are given this consent for any plugin of mine I don't have any desire to change my licence when consent is enough -
- 634 comments
-
- 1
-
-
- #rust
- #rust plugin
- (and 6 more)
-
- 634 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
- 634 comments
-
- 1
-
-
- #rust
- #rust plugin
- (and 6 more)
-
@Aussie4life heya, thanks they will spawn without changing those settings. those settings should be changed back to default use the rbe debug command when you think it stopped working "Chance To Automatically Spawn Each Difficulty (-1 = ignore)": { "Use Cumulative Probability": true, "Easy": -1.0, "Medium": -1.0, "Hard": -1.0, "Expert": -1.0, "Nightmare": -1.0 },
-
@V.O.I.D I keep trying to reproduce this and managed to reproduce it not showing the UI but was still able to deal damage. I fixed the UI bug and that might fix the other issue too. replace lines 12023 through 12067 in RaidableBases.cs plugin with this: private void OnPlayerSleepEnded(BasePlayer player) { player.Invoke(() => { if (player.IsDestroyed || !player.IsHuman()) { return; } if (PvpDelay.Remove(player.userID, out var ds) && ds.Timer != null && !ds.Timer.Destroyed) { ds.Timer.Callback.Invoke(); ds.Timer.Destroy(); } if (config.UI.Lockout.Enabled) { UI.UpdateUi(player, UiType.Lockout); } if (RaidableBase.Get(player.transform.position, 5f) is not RaidableBase raid) { return; } if (InRange2D(player.transform.position, raid.Location, raid.ProtectionRadius)) { raid.intruders.Remove(player.userID); raid.OnEnterRaid(player); } else if (!config.Settings.Management.AllowTeleport) { RaidableBase.RemovePlayer(player, raid.Location, raid.ProtectionRadius, raid.Type); } }, 0.015f); }
-
> o.reload RaidableBases Unloaded plugin Raidable Bases v2.7.4 by nivex [RaidableBases] Allowed spawn points in 0 zones. [RaidableBases] Blocked spawn points in 1 zones. Loaded plugin Raidable Bases v2.7.4 by nivex > o.version Oxide.Rust Version: 2.0.6013 Oxide.Rust Branch: master ya 2.0.6013 compiles fine
-
2.0.7 released - Requires Rust update tugboats, locking the raid and ejecting enemies has been added. I had a lot of fun implementing these and hopefully you don't run into too many issues with them keep in mind that the eject setting does not work when you enter the dome/event. it works when you enter the base, loot or try to damage something. enjoy!
- 634 comments
-
- 2
-
-
- #rust
- #rust plugin
- (and 6 more)
